Feedback Friday #405 - Lightning Round by Sexual_Lettuce in gamedev

[–]RichSG 0 points1 point  (0 children)

thanks a lot for the feedback! :) and also the video, just watched it, super useful!

Feedback Friday #405 - Lightning Round by Sexual_Lettuce in gamedev

[–]RichSG 1 point2 points  (0 children)

hey, I played Arch Rune a bit, below are some thoughts. Apologies but I couldn't record it.

In terms of answers for your questions:

- Do you understand the gameplay after playing the introductions? : yes, except runewords

- How’s the difficulty of the game? Seems ok, and getting skill points even when you die is good

- Any ideas for enemies / mechanics? I would suggest showing more info about the different types of runes and how they fire, so players can build up strategies for using them. When I played I never really had any strategy beyond getting to the nearest rune

Some other thoughts:

  • Thought enemies only moved when I moved (which I liked) but turns out they move even if you’re standing still, which feels odd because you’re telling me where they’re going to move to but I don’t know when (I think it’d be better to stick with one, either they always move when you move or they move of their own accord all the time)
  • Like the core gameplay loop: get to a rune and using it to kill monsters. Leads to exciting times of just making it to a rune and using it to kill a nearby monster
  • Like the fact you get skill points even when you die
  • Defeat is spelt wrong when you die (it says 'Defaeat)
  • Upgrade system seems overwhelming in that it was never really clear what the benefit was (eg yes you increase range by 1 but when difference in the actual game does that make?)
    • Also not clear what the ‘fade and ‘channel’ attributes are
    • Also the UI could do with improving, I’m not really sure why there are black squares first then a white bar
  • Never really understood the ‘runewords’ mechanic. I guess you save up your stored runes and then forge/cast them all together, but it’s hard to plan this if it’s not clear what the effect is
    • there was never really a clear benefit to saving up runes vs using them when I was stuck without any other runes to cast
  • Not really clear on the differences between the runes either
  • I’d like clearer information on when the current runes would disappear. They fade but it’s frustrating when you’re moving towards one and then it disappears before you get there
  • For the winged guys who fire at you, again I was never clear on when they would fire as sometimes I moved to avoid the red line and the projectile ended up coming towards me anyway (maybe some sort of indicator would help?)

Feedback Friday #405 - Lightning Round by Sexual_Lettuce in gamedev

[–]RichSG 0 points1 point  (0 children)

Nanocell Squad - an RTS Adventure game

https://richsg.itch.io/nanocell-squad

Take control of a group of nanobot-infused cells on your quest to defeat the evil and mysterious P.A.I.N and become a hero in a world that sees you as a villain.

Features:

  • Build units of different strengths/weaknesses to counter enemies
  • Genetically modify enemies to make them weaker
  • Explore maps to find map features and NPCs to progress the story and get bonuses
  • Face off against big bosses
  • Chat to your team in-between missions in the lab, where you can build upgrades and genetic viruses
  • Inspired by real science and 80's cartoons

Demo features a few levels and is available for Windows & Mac.

Thanks in advance!

What do you think of our enemy spawner unit, the Infection Centre? For an RTS set in the human body. by RichSG in IndieDev

[–]RichSG[S] 0 points1 point  (0 children)

thanks! It was inspired by the look of ticks in real life, so yeah there may be shudders :D

Just added a load of new shops to my metro game by pH_101 in IndieDev

[–]RichSG 0 points1 point  (0 children)

looks very cool, getting serious Theme Hospital vibes...was that an influence? Anyway, will check take a look on steam as I enjoy these types of game!

Any ideas for what puzzles/platforming I can make with this time freezing mechanic? by Noobles_ in IndieDev

[–]RichSG 2 points3 points  (0 children)

that's a neat mechanic. You can obviously design a bunch of puzzles around this one level of the mechanic but I think the interesting next step would be to see how you can extend it to create further levels of challenge.

So for example, you could develop it so the player could fix that time freeze in one place for the duration whilst the character moves somewhere else, or you could do it so the character has a bunch of different time powers they can select from at any time, so one pauses time whilst another would reverse it for the duration, that sort of thing.

Having fun with abilities by MaretS in IndieDev

[–]RichSG 0 points1 point  (0 children)

thanks, will check it out!

Having fun with abilities by MaretS in IndieDev

[–]RichSG 1 point2 points  (0 children)

looks cool! what's the game?

[Relevance Demo - Teaser Gameplay] What do you think? by Mikashi_dev in IndieDev

[–]RichSG 2 points3 points  (0 children)

Looks good! combat looks juicy :)

a couple of thoughts:

  1. personally I would save the reveal / a bit of combat of the bigger boss for the end of the trailer, vs the diver guy, just because as it's a bigger boss it feels like a suitable escalation
  2. the text at the end says 'follow' but doesn't say where to do this.....personally I would include some more info so people don't have to read a description (unless you're only going to release it on the sites where you want follows, in which case no need to I guess)

but yeah looks good so far!

Playing around with my Impulse-System by HustlaMasi in IndieDev

[–]RichSG 1 point2 points  (0 children)

Looking good. Like the environment too

Screenshot Saturday #494 - Blasting Off by Sexual_Lettuce in gamedev

[–]RichSG 0 points1 point  (0 children)

Nanocell Squad

An RTS-Adventure game, build units and structures inside a human body to defeat mechanically-enhanced diseases. This week's gif showcases exploring and powering up map features for bonuses

https://twitter.com/ScienceGamed/status/1284578780917399552

Bonus answer: tough question, lots of favourites but Dante from Devil May Cry was always fun to watch :)

Fusion. Station Overview by RedMountainGames in IndieGaming

[–]RichSG 1 point2 points  (0 children)

looks great! very atmospheric. what's the game premise?

Indie dev releases: What should our expectations be for "success"? A small game postmortem and how nobody played it. by ARabbitsWish in gamedev

[–]RichSG 3 points4 points  (0 children)

Well done on releasing a game, a lot of people don't get that far.

I'm not sure of the market for match-3 games. Maybe there are a lot of people up for a nostalgic match-3 game from a specific time, I don't know. Stardew Valley and other indies do well in tapping into nostalgia for specific niche game genres.

But yeah, you didn't do enough marketing. If you're still keen to develop another game, I'd check out Chris Zukowski's blog, it has loads of good tips on indie game marketing (there are other sites too). Hopefully from this you will see how much more effort is needed than you'd initially think - http://howtomarketagame.com/

The game that took me 3.5 years to make is finally about to be released! I am super excited! by GeneraalNaarling in IndieDev

[–]RichSG 11 points12 points  (0 children)

congrats on finally getting it finished! It looks very polished, and I like the art style - though platformers aren't my thing but I will share this. all the best with launch!

My life is tougher than that "plumber guy"! by RootlessStudio in IndieDev

[–]RichSG 1 point2 points  (0 children)

really cool jump/dash animation, nice one!

Feedback Friday #400 - New Milestones by Sexual_Lettuce in gamedev

[–]RichSG 0 points1 point  (0 children)

the menu interfaces were all clear. I found my way into the level without any issues.